There are eight elemental properties in the game: Fire, Ice, Lightning, Water, Earth, Wind, Dark, and Holy.
Note: Weak, Half, Absorb and Cancel have no effect on the success rates of elemental attacks.
For Elemental, only MA is affected by elemental attributes, even though PA is also used to calculate the damage
Certain attacks – such as Auto Attacks, Charge, and BattleSkill are weapon-elemental, meaning they acquire the elemental properties of the weapon the caster is equipped with. If the caster's weapon has no elemental affiliation, weapon-elemental attacks will be non-elemental.
Physical attacks that are weapon-elemental only receive a bonus from the 'Martial Arts' ability if the caster is barehanded.
In turn, there are two separate effects that can be caused by an elemental attribute.
If the caster of an elemental spell has equipment endowed with 'Strengthen: (element)', when they casts spells of that element, their strengthened MA will be equal to [MA * 5/4].
Note that this applies to the MA of the caster, and not to the damage caused by the spell.
Though this will increase the damage of most spells (e.g., Fire 4, Shiva, Holy), if the spell normally does damage that is independent of MA (e.g., Lich), it will do no more damage from the 'Strengthen' effect (the success percentage, however, which does depend on MA, will be increased).
The 'Strengthen' bonus works the same for elemental weapons like Ice Brand and Holy Lance, except it is applied to the appropriate attack stat(s) of the weapon.
Weak: (Element) Damage from this element is doubled, even when the amount of damage is unaffected by other types of modifiers.
In terms of the formula, the value of the NUMERATOR is multiplied by 2 just before the final division.
Examples: - The damage equation for Fire 4 is..
If the target is weak against Fire, then this becomes..
The damage equation for Hurricane is
If the target is weak against Wind, then this becomes..
Note that the success rate of Hurricane remains unchanged even when the target is weak against Wind.
Half: (Element) Damage from this element is halved. This takes the form of a factor of 2 inserted into the DENOMINATOR before the final division.
Examples: - The damage equation for Dark Holy is..
If the target is wearing an N-Kai Armlet (Half: Dark), then the equation becomes
Similarly, the normal formula for Lich is..
If the target has an N-Kai Armlet, this becomes
Cancel: (Element) Attacks of this element cannot succeed (the prediction will just say 00%). To avoid a double meaning for 'cancel', the word 'block' is used for this effect.
Absorb: (Element)
Damage from element is added to, instead of subtracted from, the HP total.
This example allows you to appreciate the subtle difference between the two kinds of elemental effects. Let's assume you have a Summoner with 20 MA and 70 Fa casting Lich on a target with 501 Max HP, neutral Zodiac compatability and 60 Fa. Lich does damage equal to RU{TargetMaxHP * 50/100} with a success rate of [(Caster Fa)*(Target Fa)*(MA+160) / 10000]. Now envision some scenarios:
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